Werewolf the Apocalypse information source

Rank 5 Theurge Gifts

A list of all Rank 5 Theurge Auspice Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Theurge Gifts of all ranks, see All Theurge Gifts.

Spirit Vessel

Rank 5 Theurge Gift

One of the best kept secrets of the Theurge elders is the ability to channel a spirit. For a short time, Garou and spirit become one creature with the abilities of both. Usually, the Garou remains in control, adding the spirit’s Charms to her repertoire — but sometimes things go awry. Elementals, especially fire elementals, understand the workings of this Gift. Banes can also teach this Gift — but at a dangerous cost.

System: The player rolls her character’s Gnosis and spends a Gnosis point to activate the Gift. The Rite of Summoning chart determines the difficulty of this Gift. Every success allows the Garou to use one of the spirit’s Charms for up to one scene. A botch on the roll indicates the Garou accidentally channels a Bane that goes on to turn the Theurge against her friends.

Source: Player’s Guide Second Edition.


Malleable Spirit

Rank 5 Theurge Gift

The Garou can change a spirit’s form or purpose. A Chimerling teaches this Gift.

System: The Garou’s player must best the spirit in a resisted Gnosis roll. The difficulty is based on what the Garou tries to accomplish, while the spirit’s difficulty is the Garou’s Cnosis.

Change
Characteristics (Willpower, Rage, Gnosis; one point changed per success)
Disposition (Friendly, Neutral, Hostile)
Type (Naturae, Elemental, Bane, etc.)
Difficulty
6
8
10

Source: Core book revised.


Poisoned Legacy

Rank 5 Theurge Gift

This most terrible Gift allows the Theurge to lay a great and malicious curse upon a victim of her choice. Such a stigma is irreversible, and will remain with the victim for all her life. The victim must be present, and the Theurge must verbally state her malediction. A spirit of hatred, or an animal spirit of a highly venomous animal, teaches this Gift.

System: The Theurge spends a point of Gnosis and a point of Willpower, then rolls Manipulation + Occult against a difficulty of the target’s Willpower as she pronounces the curse. With one to five successes, the Theurge can inflict the Cursed Flaw on her target at a level equal to the successes rolled; the Storyteller chooses and appropriately poetic manifestation. With six or more successes, the Theurge can instead choose to inflict the Dark Fate Flaw.

Source: Book of Auspices

 


Healing the Soul

Rank 5 Theurge Gift

Through a week-long ordeal of fasting, trance states and spirit communication, the Theurge is able to set the elements of the Triat into perfect balance within one individual’s soul. Obviously, the subject to be healed must be willing, and the two individuals must remain in solitude (save for contact with spirits) for the duration. This Gift can cure insanity, ease emotional wounds, heal the effects of trauma and remove desensitization. If the spiritual injury was caused by ill conduct on the subject’s part, however, this Gift can only benefit them once: even the greatest empath has little sympathy for those who willingly slide back into self-degradation after being helped out the first time. An avatar of Unicorn teaches this Gift.

System: The effects are largely character and story-based. This Gift alone cannot cure full-blown Harano, but it can certainly ameliorate the causes, preventing it before it takes hold completely.

If the Storyteller has already embraced the complications of mechanical crossover in her Werewolf chronicle, she may elect to allow this Gift to restore one or two levels of Humanity, or subtract one or two levels of permanent Angst, once in a given vampire or wraith’s life. Of course, very few Garou elders would ever consider wasting Gaia’s blessings on a Leech, even a penitent one.

Source: Book of Auspices


Feral Lobotomy

Rank 5 Theurge Gift

With but a thought, the Garou can devolve an opponent’s mind to that of an animal, effectively destroying his intelligence. A spirit servant of the Griffin totem teaches this Gift.

System: The player rolls Wits + Empathy (difficulty of the target’s Willpower + 3, maximum 10), and spends a variable number of Gnosis. If successful, the Garou can destroy a target’s Intelligence Attribute permanently. Two Gnosis points must be spent for each point of Intelligence destroyed, and the Garou cannot destroy more points than he rolls successes. Additionally, the target begins acting more animalistic with each point removed.

Source: Core book revised.


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